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How does your group determine ability scores?
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<blockquote data-quote="iserith" data-source="post: 8657255" data-attributes="member: 97077"><p>I pick ability score generation methods based on what I feel best supports the campaign theme. In my current zero-to-hero hexcrawl campaign (soon to complete), it was 3d6 in order since it was very much about making do with what you have. In my next campaign, it's 4d6 drop the lowest (with scrap and reroll if too low) as that game will have some callbacks to D&D 3e and that's the default method in that game. In games like my street level hero/D&D mash up, I wanted players to be able to build to a specific superhero concept so a lot more options were open to them and point buy was used.</p><p></p><p>As with any options and variants, there's no need to keep them the same in every campaign or adventure in my view. It's good to mix them up to reinforce what you're going for, even down to stat generation methods.</p></blockquote><p></p>
[QUOTE="iserith, post: 8657255, member: 97077"] I pick ability score generation methods based on what I feel best supports the campaign theme. In my current zero-to-hero hexcrawl campaign (soon to complete), it was 3d6 in order since it was very much about making do with what you have. In my next campaign, it's 4d6 drop the lowest (with scrap and reroll if too low) as that game will have some callbacks to D&D 3e and that's the default method in that game. In games like my street level hero/D&D mash up, I wanted players to be able to build to a specific superhero concept so a lot more options were open to them and point buy was used. As with any options and variants, there's no need to keep them the same in every campaign or adventure in my view. It's good to mix them up to reinforce what you're going for, even down to stat generation methods. [/QUOTE]
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How does your group determine ability scores?
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